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authortalha <talha@talhaamir.xyz>2024-04-22 03:38:29 +0500
committertalha <talha@talhaamir.xyz>2024-04-22 03:38:29 +0500
commitca2835943ca4327ad08b54af480e0c6333df201f (patch)
tree1cac87ca6d6ceee89f91d8735f319805d4bad38e /source/lessons/instanced_rendering/planetary models/shaders/instancing.vs.glsl
parent9900ffe840ee0e9f914b0e7956a4e80ffb553e9e (diff)
Completed main levels to progress to text-rendering and 2d development.
- Only lessons left are geometry shaders and anti-aliasing - will get to those later on soon - need to do text rendering now
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diff --git a/source/lessons/instanced_rendering/planetary models/shaders/instancing.vs.glsl b/source/lessons/instanced_rendering/planetary models/shaders/instancing.vs.glsl
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+#version 330 core
+layout(location=0) in vec3 aPos;
+layout(location=1) in mat4 aOffset;
+
+// uniform mat4 Model;
+layout (std140) uniform Matrices {
+ mat4 View; // start: 0 // end: 16 * 4 = 64
+ mat4 Projection; // start: 64 // end: 64 + 64 = 128
+};
+
+// @note: I still do not fully understand how the FragNormal calculation works. Need to make sure I intuitively
+// get that
+
+void main() {
+ gl_Position = Projection*View*aOffset*vec4(aPos, 1.0);
+}